StarDriven: Gateway
StarDriven: Gateway Rulebook
Table of Contents
Table of Contents
Contents
- 26 System Tiles (5 Council Worlds; Front: 1-6 Gravity; Backs: 1 Gravity and empty sectors)
- 8 Episode Scenario cards (double-sided)
- 76 Mission cards (28 Basic Missions, 48 Episode Missions)
- 24 Objective cards
- 28 Freelancer Crew cards (Front: Red side; Back: Silver Promoted side)
- 34 Faction Crew cards (Front: Faction color; Back: Silver Promoted side)
- 24 Ship Upgrades (6 per Faction; Front: white arrow and cost; Back: dark arrow)
- 24 Anomaly cards
- 2 Warbound Ships (Front: Level 1; Back: Level 2)
- 10 Combat dice
- 6 Shield discs
- 1st Player token
- Warbound Activation token
- 12 Solo Automa cards
- 5 Warbound miniatures (4 Interceptors, 1 Gunboat)
- 4 Gateway tokens
- 26 Exploration tokens
- 48 Damage tokens (Front: Critical Hit; Back: Extra tokens)
- 4 Player Ship miniatures
- 1 Gateway tile (double-sided)
- 4 Reference cards (double-sided)
- 10 Variant Exploration tokens
- 4 Ship boards, with 8 wooden blocks (2 in each color), 4 Weapon Charge dice, 4 Shield dice
- 28 Activation dice: 10 Green Reflex, 10 Blue Intellect, 8 Red Command
Counts for card sleeves: 86 Mini cards (41mm x 63mm); 88 Standard cards (63.5 x 88.9 mm); 38 Tarot cards (70 x 121 mm).
General Setup
1. Select an Episode & Game Length
Start by selecting an Episode to play as a group and placing the Episode Scenario card(s) in view of all players. The Episode will determine if the game is cooperative (expansion needed) or competitive. Each competitive Episode includes an explanation of how to score points at the end of the game along with any Episode specific rules. After selecting an Episode, take all the corresponding Episode Missions and set them off to the side.
The rest of this setup assumes that you are playing a competitive game. Rules and setup for Cooperative Episodes can be found in the Cooperative Rulebook.
For a competitive game, select the amount of Reputation that will trigger the end of the game. For a short game, play to 9 Reputation. A normal game is 12 Reputation, and a long game is 15 Reputation.
2. Build the Galaxy Map
Place the Gateway Tile in the center of the table on the gray deactivated side up for Episodes 1-4 and on the full color activated side for Episode 5 and beyond. Then, take all of the System Tiles, shuffle them together, and place them facedown.
System Tiles have a Gravity value of 1-6 and a variety of Biomes depicted in each sector on their front side. The backs of these tiles have empty sectors and a Gravity of 1. The Council World tiles are named on the front and have an explosion on their back.
Then, place the System tiles around the Gateway in two rings as shown. Flip over each System tile with a Council World on it so that it is face-up.
Next, take the 26 Exploration tokens and shuffle them facedown. Then, place 1 Exploration token on each of the facedown unrevealed System Tiles (including the 4 System tiles represented on the Gateway centerpiece).
If you're playing with the Gateway activated, take the 4 Gateway tokens and place them either side faceup on the designated space on the Gateway in a stack of descending value (see page 13).
3. Build the Mission Market
Basic Missions are not marked with an Episode number in the bottom right. Take the 28 basic Missions and shuffle them into a facedown deck. Shuffle the Episode Missions that you set aside and then place them on top of the deck to create the Mission deck. Then, deal out these cards faceup in a row of 6 cards. This is the Mission market. (Episodes typically have 6 Missions.)
4. Build the Freelancer Crew Market
Take all of the Freelancer Crew cards and shuffle them together to form the Freelancer deck. Place the Freelancer deck underneath the Mission market (red-side) faceup and deal out 4 Freelancers in a row to create the Freelancer market.
5. Anomalies
Take all of the Anomaly cards and shuffle them together to form the Anomaly deck. Place this deck facedown next to the map leaving room for an Anomaly discard pile.
6. The Warbound
Take the Warbound Gunboat card and the Warbound Interceptor card and place them next to the map. As a group you should choose to set the Warbound ships to Level 1 (normal) or Level 2 (hard).
Then, place the Gunboat figure on any sector on the Gateway System tile with Gravity of 5. Place all of the Interceptor figures on the Warbound Interceptor card covering up one of the square damage spots. Then, take a Warbound Interceptor from the card starting with the top-left spot and place 3 interceptors on any sector of the 3 remaining Gateway System tiles.
7. Objective Cards
Take all of the Objective cards and shuffle them together into a deck that is within easy reach of all players.
8. Combat Dice and Damage Tokens
Place these within reach of all players in a general supply.
9. Player Ship Setup
Each player should choose a ship and faction and then set up their play area.
Solo play is also available with an Automa ship deck (see page 22).
Player Setup
Each player selects a faction and gains the following. Return any unused components from each step to the box.
-
SHIP BOARD & MINIATURE: Gain a Ship board and the corresponding ship miniature for your chosen faction.
-
OBJECTIVE CARDS: Draw 2 Objective Cards to your hand.
-
SHIP UPGRADES: Pick 2 of your faction's upgrades to install on your ship faceup (white arrow). Return extra upgrades to the box.
-
ACTIVATION DICE: Gain dice of each color according to the unspent dice spots shown on the left side of your Ship board. Roll all of these dice and place the die results in the unspent dice spots.
-
TOKENS: Gain 1 Shield die, 1 Weapon Charges die, 2 wooden blocks in your color, 3 Outposts in your color, and Reputation tokens of your color.
-
SHIP TRACKING: Set your Shield die and Weapon Charge die to your ship's starting stats and then place each die in the corresponding spot above Engineering. Take 1 of the wooden blocks of your color and place it on your starting ⚡ (circled). Take the other wooden block and set it on the rightmost hull spot. Place your 3 Outposts in the spots designated for them at Sensors. Place your Reputation tokens near your board.
Spending and Gaining ⚡: Your ship may gain and lose ⚡ as the result of Station activations, Crew abilities, Ship Upgrades, Anomalies you encounter, mission rewards, etc. When you gain or lose ⚡ move the wooden block upwards to gain ⚡ and downwards when ⚡ is spent or lost. Ships have a maximum ⚡ that they cannot exceed.
-
STARTING CREW: Gain all starting Crew cards that match your faction. Shuffle them together and place them faceup (promoted side facedown) on the Crew Quarters station. Then draw 5 Crew as your starting hand.
Objective
Your objective is to be the most renowned and respected Crew by gaining the most points. You gain points by increasing your reputation with the Council Worlds, promoting your Crew, researching Anomalies, recruiting Freelancers, and completing Missions. All of these brave endeavors will score you points and lead to your victory.
Game Overview
Each round of the game, each player takes a turn in clockwise order. On your turn, you must take 2 actions (and any free actions that you want) before ending your turn by passing or spending 1 Experience to recruit a freelancer or promote a Crew on your ship.
At the end of the round, the game ends if a player has met the reputation goal. Otherwise, a new round begins with the first player.
Game Start
Once all players are ready, the player with the lowest total roll (sum of all their dice results) takes the First Player token or if there's a tie, pick randomly between them. Give the last player the Warbound Activation token.
Then starting with the first player and moving clockwise around the table, each player takes one of their Outposts and places it on a sector on a Council World System tile that does not already have an Outpost to mark their starting location. The last player takes the Warbound Activation Token.
After all Outposts have been placed, each player can place their ship on the sector with their Outpost. Now the game begins with the first player and play proceeds clockwise.
Player Turn
During your turn you may take up to 2 actions (and as many free actions as you'd like) in any order that you choose. There are 3 actions to choose from: Assign a Crew, Activate a Station, and Rest. You can take an action more than once if able.
Action: Assign Crew
Place a Crew card at a Station on your Ship board. If you assign a Crew to a Station where a Crew already exists you return that Crew back to your hand. Only one Crew can be assigned to a Station with the exception of Crew Quarters. Crew Quarters (Station 5) cannot be assigned a Crew card as it acts as your Crew discard pile and Crew draw deck.
Crew Cards
Each Crew member is unique with their own Name and Keywords (1), Crew value (2), and Skills (3) which you will use to meet mission requirements by discarding from your hand or retiring from a Station to the bottom of Crew Quarters. Each Crew also has a unique ability that can be used as a free action (4).
You can only promote Crew on your Ship board when they are assigned to a Station that has a matching skill (see page 14). There are 6 skills from top to bottom: Exploration, Diplomacy, Transport, Planetary, Rescue, and Research.
Action: Activate a Station
Spend an unspent Activation die and place it on 1 of the 3 activation spots of a Station that has a Crew assigned to it to activate that Station's action. To activate the Station, the die color must match the activation spot, there must be a Crew assigned there, and you must have the required ⚡ to spend.
When activating a station, first spend (or gain) ⚡ based on your Activation die placement then activate the ship function based on the Station you activated:
Example (Helm): The top location requires a green die and costs 1 ⚡. The 2nd location requires a green die and costs 2 ⚡. The bottom location accepts any color die but costs 3 ⚡.
Station 1: Navigation (Jump)
Navigation is the only Station that restores ⚡ to your ship via your Gravity drive, you gain ⚡ equal to the value of the die result used to activate the Station. Then your ship immediately jumps from your current System tile to another System tile of matching Gravity to the die result used to activate the Station. Place your ship on any sector this System tile. The first 2 placements require a blue die (Intellect) and the 3rd placement can use any die.
Station 2: Command (Attack/Ready)
When this Station activates, choose to either initiate an Attack or Ready exhausted Crew. Activating this Station gains you 1 Experience. The first 2 placements require a red die (Command) and the 3rd placement can use any die.
ATTACKING: Deal 1 [Crosshair] at the value of the die result used to a ship in your sector. You may roll 1 [Crosshair] additional Combat die for each Weapon Charge that you have as part of this attack. (see "Combat Overview" on page 18).
READY CREW: Ready an exhausted Crew on your ship at the Station that matches the result of the Activation die.
Command example: Ready Crew. You spend a '3' red die and 1 ⚡ on the first die placement of Command. You gain 1 Experience and take the Ready Crew action to ready Alex Weaver at Station 3.
Station 3: Helm - Move
Helm uses your impulse engines to move your ship up to X sectors where X is the value of the die result used. You may not re-enter a sector you've already moved through as part of this movement. You may not move through or enter a sector that is full because it has 2 ships. After moving, you may reroll 1 unspent die. The first 2 placements require a green die (Reflex) and the 3rd placement can use any die.
Navigation Example
For your first action, you spend a '1' blue die to jump to the unexplored System at the top right (1) and gain 1 ⚡. You flip over and reveal the tile and rotate it so that you are over an Ice planet. You flip over the Explore token revealing 1 Experience and add it to your Ship board.
For your second action, you spend a '4' to jump to the System at the bottom left (2) and choose the sector with the Interceptor already in it. This sector is now full. You gain 4 ⚡. Note that the Interceptor does not attack you.
Helm Example
You spend a '6' green die and 1 ⚡ on the first Helm placement. This moves you up to 6 sectors. You must flip over and reveal any System tiles that you move through. After moving into the first System, you reveal its Exploration token revealing an [Anomaly token] which stops your movement after moving only 2 sectors. You draw and resolve the top Anomaly card. It's Asteroid Impact! You take 2 [Crosshair] and discard 1 Reputation. Then, you decide to discard a Crew to keep Asteroid Impact for later and collect the [Anomaly token] token.
Exploring New Sectors
If you move into an unrevealed System tile, flip over and reveal the tile (you may rotate and orient it however is most advantageous to you as long as it fits back into the map). Reveal and activate any Exploration tokens that you encounter immediately and then continue your movement (if able). Exploration tokens are discarded (or collected) after activation.
Objective: Draw new Objective Cards equal to the player count. Starting with the player who activated the token, each player picks 1 Objective to keep and then passes the rest to the next player.
Anomaly: Draw 1 Anomaly, trigger its setback, and stop your movement. If an Anomaly deals [Crosshair], roll combat dice to indicate which Stations take damage. If you have Shields, you may roll to block [Crosshair], but not [Critical Hit].
After suffering the setback, you may research the Anomaly to gain the [Anomaly token] token and keep the card for its Discard [Microscope] effect (page 10).
Warbound: Spawn a Warbound Interceptor into your sector and stop your movement. Then, it attacks you. If all Warbound Interceptors are on the Galaxy map, move the closest Interceptor to your ship to your location and then it attacks.
Experience: Gain the Experience Exploration token and place it on your Ship board. At the end of your turn, you may spend 1 Experience to promote a valid assigned Crew or recruit a Freelancer from the market.
Variant Exploration Tokens
Nebula: Immediately stop your movement and take 2 [Crosshair]. Roll combat dice to indicate which Stations take damage and then collect the Nebula token. As a Free Action, you may discard the Nebula token to jump to any revealed sector.
Space Station: Immediately stop your movement and place the Space Station in a sector of your choice on your System tile. Then, gain 1 Reputation on the nearest Council World. As a free action (if your ship is in a sector with a Space Station), you may spend 4 ⚡ to place 1 Reputation on the nearest Council World.
Researching an Anomaly
When an [Anomaly token] token is encountered or activated by a player, that player collects the [Anomaly token] token and draws an Anomaly card. After suffering the setback, a player may discard or retire a Crew (or exhaust a promoted Crew) that has the skill (2) shown on the Anomaly card to keep the card next to their Ship board for its microscope discard effect (5).
Anomaly Cards
Anomaly cards are random events that affect you when you move into a system with an Exploration token and reveal an [Anomaly token] or if you choose to activate an [Anomaly token] token after a Sensors action.
- Anomaly Name
- Skill needed to research the Anomaly
- Flavor Text
- Setback.
- Research Ability is activated by discarding the card
Discarding an Anomaly for its microscope effect is a Free Action (see page 13).
Example: For your first action, you spend 1 blue die to activate Navigation and jump to an unrevealed System and gain 1 ⚡. You reveal the Exploration token and it is an Anomaly. You collect the [Anomaly token] token and draw Faulty Starmap Data triggering its setback. You take 1 explosion, taking a combat die and rolling a '1' result and place the explosion on the topmost Activation spot available on Station 1. Your highest unspent die is a 3, so you lose 3 ⚡. Now you have to decide whether or not you want to research the Anomaly. You discard Alex Weaver who has the matching skill to keep the Anomaly card.
Station 4: Sensors (Scan)
Reveal System tiles adjacent to your Ship until the revealed Gravity meets or exceeds the value of the die result used. Pick up and peek at each Exploration token on each revealed System tile. Then, you may activate one Exploration token that you picked up for each Outpost you have on the Galaxy map. Return each remaining Exploration token to one of the System tiles of your choosing that you just revealed. As the final step, play one Objective for end game scoring. The first 2 placements require a blue die (Intellect) and the 3rd placement can use any die.
Note: The Gateway is divided into 4 System tiles that are not flipped and revealed, but can still be scanned using their revealed Gravity. When a revealed System tile is scanned, leave it revealed and peek at the Exploration token on the tile. You still collect/activate Exploration tokens the same.
Sensors Example
You spend a '6' to scan around your ship. You start by flipping the left adjacent tile (1), its revealed Gravity is a 4. Since that does not meet or exceed 6 you may reveal another adjacent tile (2). The next tile's Gravity is 1, so you reveal the final right tile (3). Next, you secretly peek at the 3 Exploration tokens on these System tiles. Since you have 2 Outposts in play, you may activate/collect up to 2 of these (in any order). You decide to only collect the [Anomaly token] token and return the Anomaly token (4) and Warbound token (5) facedown on two of the just revealed System tiles of your choosing.
Finally, you play the Freyastra Loyalist Objective from your hand off to the left side of your Ship board, activating it for End Game scoring. If you are able to place 5 Reputation on the Freyastra Council World by the end of the game, you will earn an additional 5 points.
Note that only you would peek at the Exploration token symbols above, they would remain secret to other players.
Station 5: Crew Quarters (Draw)
Ready Crew Quarters, then draw X Crew from Crew Quarters to your hand, where X is equal to the die result placed here. Crew discarded or retired for any reason are placed at the bottom of Crew Quarters. If more than 1 Crew is discarded or retired at the same time, you may select the order to put these Crew on the bottom of the deck. Crew Quarters (as a deck) is a bit of an exception, see "Rule Clarifications" on page 20. All 3 placements can use any die. Note that the 3rd placement requires 0 ⚡.
Station 6: Engineering (Charge Up & Repair)
Repair 1 damage on your ship, gain 1 Shield, or gain 1 Weapon Charge X times where X is equal to the value of the die result used. Then, you may recharge 1 Ship Upgrade. The first 2 placements require a green die (Reflex) and the 3rd placement can use any die.
Engineering Example
You place a '5' to the Engineering Station, and can split the die result between its three functions, so you could repair 2 explosion across any Stations, gain 1 Weapon Charge, and increase your Shields by 2. Instead, you decide to gain 2 Weapon Charges and 3 Shields. Lastly, you decide to recharge Emergency Jump and flip it back over to its active side.
Action: Rest
If you have spent at least 4 of your Activation dice, you may take a Rest action. First, you may choose to keep or reroll each unspent die. Then, recover and reroll all spent dice. Next, gain 3 ⚡. Finally, ready each Promoted Crew on your ship.
Rest Example
You have spent 4 of your dice and decide to take the Rest action. You have an unspent '6', '2' and a '1'. You decide to keep the '6' and reroll all of your other dice and place them all in your unspent results area (1). Next, you gain 3 ⚡ (2). Finally, you ready each Promoted Crew (3) on your ship. Basic starting Crew remain exhausted (4).
Free Actions
Free Actions can be taken at any point before, between, or after your two main actions.
Completing Missions
To complete a Mission, you must first be in a sector that matches the Biome depicted on a card in the Mission Market. Outposts block Missions on that sector (if an Outpost is on a Council World, it blocks Missions on all sectors of that System tile). Warbound Ships block Missions in all sectors on their System tile.
Then, in order to complete the Mission you need to discard or retire Crew (or exhaust promoted Crew) that equal or exceed the Crew value of the Mission and collectively have all the skills depicted on the Mission (on the left hand side). You may place the discarded and/or retired Crew on the bottom of Crew Quarters in any order you choose.
After the Mission has been completed, place an Outpost on your current sector (if all your Outposts are out, choose one to move to your sector), collect the Mission and slide it under your Ship board, gain the Mission's reward, and place Reputation tokens on the nearest Council World equal to the Mission's Reputation (bottom left). Whenever a Mission is completed in the Mission Market, immediately replace it with the top card of the Mission deck.
Mission Cards
Mission cards are one of the main ways to gain Reputation on nearby Council Worlds.
- Skills needed to complete the mission
- Biome where to complete the mission
- Crew Value to complete the mission
- Mission Name
- Reward gained for completion
- Flavor Text
- Reputation gained for completion
- Episode Missions are marked here
Example: Completing a Mission
As your first action, you activate Navigation with a '4' to jump to the System with the Ice world and place your ship on the corresponding sector, so that you can attempt the Ice Mission in the market.
To complete the Ice Mission, you discard Alex Weaver from your hand to contribute 1 matching skill and 3 to the 8 Crew value required by the Mission.
Next, you decide to retire Phayett to get another 3 Crew value and 1 of the Mission's required skills.
Now, you have two Crew on your ship that have the missing skill, but the one on top of Crew Quarters cannot be used so you must exhaust the promoted Scerrit.
Alex Weaver and Phayett are placed on the bottom of Crew Quarters; you decide to place Phayett above Alex Weaver. Now you gain the Mission reward and choose to recharge Ion Cannon and flip it to its active side. Then, you place 3 Reputation tokens on the nearest Council World (1) and place an Outpost from your Ship board onto your sector.
Crew Abilities
Exhaust a Crew (rotating them 90 degrees) to activate the ability printed on their card. Crew abilities only target your dice results unless explicitly stated otherwise.
Example: You exhaust Phayett to increase an unspent blue die by up to 2 changing a '2' result to a '4' result as a free action. Then you spend one of your two actions to use that 4 on Navigation to jump your ship to a System tile with 4 Gravity and gaining 4 ⚡.
Discard a Researched Anomaly
Discard an Anomaly card that you have researched to trigger the [Microscope] effect at the bottom of the card.
Example: As a free action, you decide to discard Faulty Starmap Data to trigger its [Microscope] effect. Phayett is at the Sensors station so you take the Sensors scan action as if you activated it with a '3' result because Phayett's Crew value is 3.
Ship Upgrades
Note: You can opt to remove Ship Upgrades to simplify the game for new players.
Ship Upgrades can be used by paying their ⚡ cost, then they are flipped over and exhausted. They can be recharged by taking an Engineering action which allows you to recharge one Ship Upgrade (flipping it back over to the active side).
Active Ship Upgrades (left) show their ⚡ cost in the upper right and have a white arrow. Exhausted Ship Upgrades (right) have a dark arrow and no ⚡ cost.
Example: To activate Ion Cannon, you must spend 5 ⚡. This triggers the Upgrade's effect which deals 1 [Critical Hit] to a ship in an adjacent sector and reduces that ship's ⚡ by 3. Then, you gain 3 ⚡ (a net loss of only 2 ⚡).
Activating the Gateway
If you're playing with the activated Gateway centerpiece, you will stack the Gateway tokens on the designated center sector (1).
If your ship is in that sector (1), you may discard an [Anomaly token] token you've collected to activate the Gateway and perform a free Rest action. Take the top token as a reward and then immediately jump to a Council World of your choice (You do not gain any ⚡ from this jump).
Then, you must decide to take the Orbital Reputation reward or the points reward. The points reward is stored on your Ship board and scored at the end of the game.
The Orbital Reputation reward may only be taken by a player once per game. It is placed in your sector after the jump from the Gateway and will add the designated Reputation to that Council World. Note that the Reputation on this token does not count towards Reputation needed to trigger the end of the game, but is still scored at the end of the game as Reputation for World Control and final scoring.
Place the Orbital reward on your sector and mark it with 1 of your Outposts. This Outpost is indestructible and is ignored by the Warbound. It does still count as an Outpost for scanning and other actions.
End Turn: Recruit or Promote Crew
At the end of your turn you may spend 1 Experience (if able) to either promote a Crew that has a matching skill to their assigned Station, or recruit a Freelancer Crew from the Freelancer Market to your hand. Whenever a Freelancer is recruited, immediately replace it with the top card of the Freelancer deck.
Freelancer Crew, once recruited, function the same as your starting Crew and can be Promoted as well.
Promoted Crew
Each Crew has a Promoted side which makes them more powerful, increasing their Crew value, gaining skills, and sometimes even improving their ability.
Promoted Crew can be exhausted instead of retired to complete Mission or Anomaly requirements. Promoted Crew are also readied whenever a player takes the Rest action.
Remember that you can promote the Crew on top of Crew Quarters and exhaust them for their ability like any other Crew.
Example: You spend 1 Experience to promote Scerrit who is stationed at the Helm and has the matching skill, flipping the Crew over to the promoted side. Note that the card stays exhausted until you take the Rest action.
Warbound Activation
If you have the Warbound Activation token, you activate the Warbound at the end of your turn. Start by activating the Gunboat. Then, you choose one Interceptor to activate:
- The Gunboat moves 3 sectors towards the nearest player Outpost, removing it and returning it to the player if it reaches the Outpost. If it enters a sector with a player ship, it will attack and stop its movement. If there are no Outposts on the map, the Gunboat does not move.
- Interceptors move 4 sectors towards the closest available player ship. Each sector can only hold 2 ships, so Interceptors will ignore player ships that are not available.
IMPORTANT: Enemy ships only attack when they ENTER a sector with a player ship.
Warbound Decisions
If there is ever a tie or decision to be made by the Warbound that is arbitrary, the player activating the Warbound may choose for them.
Spawning Warbound
If you activate the Warbound Gunboat or Interceptor and there are no ships on the map, then you spawn them back onto the map instead of activating them. You may place the missing Warbound ship on any sector of the center Gateway Tile.
When Interceptors are spawned, always take the next available ship from left to right, top to bottom. If an Interceptor is destroyed by some other effect outside of a player destroying it (returning it to the exact number targeted), return it to the bottom-right most space on the card.
Warbound Cards
- Name of ship
- Damage that ship deals when it enters a player's sector
- Movement: the number of sectors that the ship moves when activated
- Target numbers: Each box has a reward that is earned when a player [Critical Hit]s that location. For more information, see "Combating the Warbound" on page 18.
- Activation text: reminder how the ship operates when it is activated.
Gunboat Example
You activate the Gunboat. The Gunboat always moves towards the closest Outpost, removing it if it reaches the sector. The Gunboat will take a path where it can attack a player ship if possible. The Warbound only attack when they enter your sector. The Gunboat attacks and deals you 3 [Crosshair] when it moves into your ship's sector and halts its movement.
Interceptor Example 1
You are activating the Warbound as the United Worlds. You do not want to activate the bottom Interceptor since it is closest to your ship. Instead you choose the top Interceptor which is the same distance from both you and your Privateer opponent. You break ties (since it is your activation) and move the Interceptor 3 sectors into your opponent's sector. The Interceptor attacks and deals them 2 [Crosshair]. Roll and resolve all combat.
Interceptor Example 2
You are activating the Warbound as the United Worlds. You activate the top Interceptor which is the closer to you than your opponent, but because you already have another ship in your sector, it ignores you. There can only be 2 ships per sector and the Warbound only move towards available ships. You move the Interceptor 3 sectors into your opponent's sector. The Interceptor attacks and deals them 2 [Crosshair]. Roll and resolve all combat.
Ending the Game
The end game is triggered after a player has placed the required 9 (short), 12 (normal) or 15 (long) Reputation tokens out on the Galaxy map. If a player ship is destroyed that triggers the end game as well. Certain Episodes may have additional End Game triggers as well. Once the end game is triggered, finish the current round, then play one full, final round of the game. All players should have an equal number of turns (unless their ship was destroyed). Skip the Warbound Activation at the end of the round and proceed to End Game scoring using the Episode card to calculate each player's final score:
- Points for each Council World that you Control (most Reputation only. If there is a tie, no points are awarded)
- Points for each Reputation on a Council World
- Points for each Anomaly [Anomaly token] token collected.
- Points for each promoted Crew.
- Points for each Freelancer recruited.
- Lose points for each Hull Breach.
- Points from End Game Objectives and Gateway tokens.
The player who has the most points wins. In the case of a tie, the player who completed the most total Missions wins. If players are still tied, they share the victory.
(The sample Episode 2 card shown beside this list reads: World Control 3* points; Reputation 1 point; Anomalies 5 points; Promoted 3 points; Freelancers 2 points; Hull Breach -5 points. "* Each revealed System tile adjacent to a Council World increases that World's Control +1. The Gateway tiles are considered revealed.")
Scoring Example
At the end of a game of Episode 2, you have 5 Reputation on Vexis (Toxic), 3 on Ordo (Desert), 2 on Libragon Prime (Verdant), 2 on Freyastra (Ice), and 0 on Pyroken (Scorched). You are winning Freyastra and Ordo for 3 points each. You are tied at Vexis, and are losing Libragon Prime and Pyroken. Freyastra has 2 revealed System tiles adjacent to for a total of 5 points. Ordo has all 6 adjacent System tiles revealed for a total of 9 points. No one gets points for controlling Vexis. Opponents control and score Pyroken and Libragon Prime. Your total for World Control is 14 points.
Your total Reputation on Council Worlds is 5 + 3 + 2 + 2 for 12 points.
You have 2 Anomaly tokens for a total of 10 points.
You have promoted 4 total Crew (2 starting and 2 Freelancers) for 12 points.
You recruited a total of 4 Freelancers for 8 points.
You took 1 Hull damage for -5 points.
You gain 5 points with Vexis Loyalist for having 5 Reputation on Vexis and then gain another 4 points from Transport Missions for completing 2 missions with the Transport skill.
Your Final Score is 60 points!
Episode 0: Cadet Training (Variant)
This Episode is great for new players to learn each Station as they play. During setup, find the Damage tokens that have 2 points on their back and place one of these tokens in the top dice placement spot of each Station. Players will collect these extra 2 points for each Station they activate.
This mechanic can be played as a variant to any Episode and is a great way to help new players be competitive and give them a chance at an extra 12 points against more experienced players (who are not given the extra tokens).
Note that there are no Episode 0 Missions. Shuffle and draw 6 Basic Missions to start in the Mission market.
Episode Overview
Episode 1: Discovery
A straightforward scenario with standardized scoring which disincentivizes combat between players.
Episode 2: Explore Ruins
This scenario prioritizes exploring and running into Anomalies. Council Worlds adjacent to revealed System tiles are worth more points so be sure to explore around the Worlds that you control.
Episode 3: Extract Exotic Minerals
This episode introduces ways to add Reputation to the Gateway and control it for big points by prioritizing Asteroid missions.
Episode 4: Gateway Activation
This episode has a special rule giving players a new free action. You'll want to hunt down Anomalies and visit the center Gateway to cash in your [Anomaly token] tokens for Reputation on the Gateway.
Episode 5: Warbound Blockade
During setup, it's suggested that the Warbound are set to Level 2 to make them a larger threat. All rewards for damaging the Warbound are +1.
Episode 6: United Worlds Vote
In this scenario, World Control is of the utmost priority. Controlling a Council World scores you 5 points, but controlling the most Worlds is the real prize as it doubles your Reputation score.
Episode 7: Experimental Gateship
This episode introduces a unique mechanic with your Crew stowing away on the Gateship. Each time you complete a mission, you may place 1 Crew used for that mission into your Completed Missions pile. The player with the most Crew cards there at the end of the game wins control of the Gateway.
Additional episodes are available in the Aftermath expansion:
Episode 8: Tech Race
This scenario is highly replayable as it allows players to gain ship upgrades from other factions and really lean into their effects.
Episode 9: Civil War
This is the most confrontational episode where attacking and damaging other players scores you points.
Episode 10: A Plea for Unity
This scenario plays with the world control of the game by adjusting the points awarded for controlling each Council World. Libragon Prime is worth 12 points compared to Pyroken's 4 points.
Cooperative Episodes
The cooperative expansion adds 3 distinct scenarios with different objectives and adjustable difficulties:
- Stop the Warbound menace from spreading terror across the system and raiding established outposts.
- Protect your outposts from Mantis Drones and stop the Nautiloid invasion.
- Delay and dismantle drills dropped by the mysterious automated Dread Nautiloid.
Combat Overview
Players initiate combat by activating the Command station while being in the same sector with another ship. The Warbound, Nautiloids (cooperative expansion), and Automa ships initiate combat and attack when they move into a sector with a player ship.
Taking Damage
Whenever a ship, card, or effect deals X [Crosshair], roll X Combat dice. The dice results determine the Station(s) that takes the incoming damage. [Crosshair] can always be defended against with Shields (or reacted to with Ship Upgrades); Critical Hits ([Critical Hit]) cannot. Whenever an effect deals X [Critical Hit], the dice results are immediately applied to your Stations as damage. Take [Critical Hit] tokens and place them on the topmost die placement of the Station matching the die result. Critical Hit tokens block spending dice there until repaired.
Example: The Warbound activate and an Interceptor moves into your sector attacking you for 2 [Crosshair]. You or another player rolls 2 Combat dice for the Warbound. The rolled results are 4, 4. You have 0 Shields so you take 2 [Critical Hit] to Station 4. You place [Critical Hit] tokens on the top 2 die placements spots on your Ship board. You've already spent a '3' on the first placement, place that die off to the side of your board. It is still spent.
A Hull Breach occurs whenever a Station has all 3 of its placements filled with [Critical Hit]. When this occurs, repair (remove) all 3 [Critical Hit] tokens and reduce Hull by 1. If the Hull reaches zero, the ship is destroyed (see Ending the Game pg 14).
Damage can be repaired using the Engineering Station to prevent a Hull breach, but Hull cannot be repaired through any Station action.
Defending with Shields
When you are attacked with [Crosshair], you are always allowed to react. First, you must decide to use any of your defensive Ship Upgrades (with the Reaction keyword). Then, if you have Shields, you will roll 1 Combat Die for each Shield that you have to block/reduce the incoming attack. You block 1 damage for each result rolled that exactly matches a result rolled by the attacking ship or rolled as a result of a card or effect. You reduce your Shield by 1 for each blocked damage. All unblocked results are dealt as [Critical Hit] to you and are placed on the topmost undamaged die placement spot for each matching Station.
Attacking with Command
Players initiate combat by activating the Command station while being in the same sector with an enemy ship. The die placed at the Command Station deals 1 [Crosshair] at the value of its result to that ship without spending any Weapon Charges. Roll additional [Crosshair] for each Weapon charge that you have as part of the attack. You will decrease your Weapon Charges for each [Critical Hit] inflicted or blocked by a Shield as a result of the additional Weapon Charge combat roll.
Example: As your first action, you activate Helm to move into the United Worlds player's sector. As your second action, you activate Command with a '3' to attack. You take a Combat die and set it to a '3' result then because you have 3 Weapon Charges, you roll 3 additional Combat dice. The rolled results are 3, 3, 5 along with the '3' result set by the '3' die. The United Worlds player has 4 Shields, so they take 4 Combat dice and roll them. The results are 1, 3, 5, 6. They block a 3 and 5 reducing their Shields by 2; Two 3s are not blocked so they take 2 [Critical Hit] at Station 3. You reduce your Weapon Charges by a total of 3.
Combating the Warbound
Attacking the Warbound is similar to attacking a player ship except they do not defend. The Warbound cards have valid target numbers (1) and rewards for each along with the [Crosshair] they deal and their movement (2). Warbound Interceptors can only take 1 Damage and then are destroyed. Destroyed Interceptors are placed on the spot on their card matching the damage result (3) and gain the listed reward. Note: Destroying Interceptors is easier as more enter play. The Warbound Gunboat can take up to 5 damage before it is removed and placed onto its ship card. You receive the listed reward for each damage that you place on the Gunboat.
Damaging the Warbound always awards you with the Warbound Activation Token.
The Level 2 side of the Warbound cards have Shields. Shield tokens are placed over the indicated damage spot and act as a shield which needs to be destroyed before damage can be dealt i.e. hitting the Shielded spot with your first result removes the Shield token. Then the next matching result would deal damage and give the reward.
Shield Example
You activate Command with a '4' to attack. You take a Combat die and set it to '4' and then because you have 5 Weapon Charges, you roll 5 additional Combat dice against the Warbound Gunboat. The rolled results are 1, 3, 3, 5, 6 along with the die that was set to a '4' result. The 1 misses, the first 3 removes the Shield, the next 3 damages the Gunboat and you gain 1 Experience, the 4, 5, and 6 remove 3 Shields. You reduce your Weapon Charges by 4 and take the Warbound Activation token.
Interceptor Example
You activate Command with a '3' to attack an Interceptor, this attack will destroy it and reward you with 3 ⚡ without spending Weapons Charges, but you hope to roll a 1 or 2 so that you can earn the reward. You take a Combat die and set it to '3' and then because you have 4 Weapon Charges, you roll 4 additional Combat dice. The rolled results are 1, 2, 4, 6 along with the die that was set to a '3' result. You use the 1 result to destroy the Interceptor and return it to its card and place 1 Reputation on the nearest Council World. You reduce your Weapon Charges by 1 and take the Warbound Activation token.
Ship Upgrades (Combat)
Many Ship Upgrades allow you to attack another ship often from an adjacent sector. If the attack deals [Crosshair], roll Combat dice for the attack as you would normally. If the attack deals [Critical Hit] damage, roll a die for each [Critical Hit] to randomly assign the damage to Stations on a player ship. For the Warbound (or Nautiloids), you choose the result and location to damage.
Missiles Example
You attack the Warbound Gunboat for 3 [Crosshair] with Missiles. You roll 3 Combat dice and the results are 3, 2, 6. The 3 misses because there is already [Critical Hit] there. The 2 removes the last Shield. The 6 hits gaining you 1 Reputation at the nearest Council World.
Ship Upgrades with the Reaction keyword allow you to take a free action outside of your turn. You can use these Defensive Upgrades at any time during combat resolution including after rolling your Shields.
Emergency Jump Example
The United Worlds player attacks you for 3 [Crosshair] with Missiles. You announce that you are using Emergency Jump and roll a '1' result with a Combat die. You choose a System with matching Gravity to jump to and gain 1 ⚡. The United Worlds player does not need to roll Combat dice in this situation. Conversely, you could also have tried to block with your Shields first and then decided to Emergency Jump after the results.
Rule Clarifications
This page contains a list of clarifications and frequently asked questions, but this Rulebook is a living document that we are dedicated to keeping up to date. If you learn better with videos or have additional questions, there are official resources and FAQs online at: https://rockmanorgames.com/stardrivenresources/
Crew Quarters
Crew Quarters is a tricky station as it is also your draw deck. Remember that you can only use the top card of Crew Quarters for exhaust effects. You cannot assign a Crew to the top of Crew Quarters, and you cannot retire a Crew already in Crew Quarters.
Warbound
If the Gunboat is destroyed, does it respawn or is it gone for the rest of the game? After the Gunboat is destroyed, you should clear all the damage on its card. During the next Warbound Activation, it will spawn back on one of the sectors of the Gateway Tile instead of moving/activating.
Do Shields return for the Gunboat and Interceptors? If you're playing on Level 2 of the Warbound, whenever the 1st Interceptor is respawned, its Shield is reactivated. When the Gunboat respawns, it returns with all of its Shields back.
Council Worlds
The 5 System tiles with Council Worlds should never have more than 1 Outpost on them. Even though Council Worlds occupy all 3 sectors of the tile, an Outpost in any 1 of these sectors still blocks completing Missions in all sectors of the tile.
Ship Upgrades
When an Upgrade deals a Warbound 1 [Critical Hit], players may choose which reward/number that is hit. When used on a player ship, roll a combat die to assign 1 [Critical Hit] to a random Station. Applies to Ion Cannon (Privateer), Railgun (United Worlds), and Plasma Cannon (Synth).
When an Upgrade discards, takes, or removes a Mission card, the Mission market immediately refreshes after the action. Applies to Mission Monitor (United Worlds), Gravity Database (Traveler Corp), and Learning Matrix (Synth Network). These upgrades DO NOT complete/trigger Mission rewards.
Stowaway Pod (Privateer): You do not need to spend Experience to recruit.
Emergency Jump (Privateer): You may attempt to block with your Shields first and then still decide to jump after rolling your results.
Missiles (United Worlds): You may use Missiles to target up to 3 different ships (dealing each 1 [Crosshair]).
Shuttle (United Worlds): The Shuttle allows you to discard Crew (still matching the skills and Crew value) to complete a Mission in an adjacent sector.
Power Transfer (Traveler Corp): This allows you to deliver 3 ⚡ for 1 Reputation on the Council World in your sector i.e. if you have 2 Outposts in play, you may spend up to 6 ⚡ to place 2 Reputation.
Reflector Shields (Synth): You may decide to activate this after rolling combat dice. When activated, it reflects back [Critical Hit] at the values you blocked them i.e. if you block a '5' with your Shields it targets '5' with a [Critical Hit].
Gravity Well (Synth): This moves every ship on the board which can lead to player ships getting pulled into unrevealed System tiles. After resolving the effect, the Synth player should finish out their turn before revealing and resolving the System tiles and any encountered Exploration tokens. At the start of each player's turn, if a player was moved into an unrevealed System tile, they should reveal it and activate the Exploration token as if they just moved into the tile.
FAQ
- When you jump to a System tile can you choose which sector your ship jumps to? Yes.
- When you reveal a System tile, can you rotate it? Yes, whenever you reveal a tile you may rotate it however you like as long as it fits back into the map.
- Can you recruit the Crew on top of the Freelancer deck? Yes.
- Are you forced to use all your Shields when defending? Yes.
- Are you forced to use all your Weapon Charges when attacking? Yes, but note that when your Command die destroys an enemy ship rolling Weapon Charges is not necessary (since they will all miss).
- When you complete a mission, do Crew you discard for their Crew value have to also have a matching skill icon? No. The entire away team that you discard must have all the skills and add up to the total Crew value needed for the mission.
Faction Overview
United Worlds
The United Worlds (UW) is a peacekeeping force representing the 6 founding spacefaring species. They act as galactic first responders for any UW affiliated colony worlds, and envoys to independent planets that are looking to open up negotiations with the United Worlds. Being a crew member on a United Worlds' Endurance-patrol ship is an aspirational goal for many of the brightest and most adventurous citizens of the United Worlds. The United World's ships generally patrol planetary systems under their jurisdiction and engage in scientific expeditions for the benefit of all.
The Privateer Navy
The "Privateers" represent unaffiliated vessels that do anything and everything needed in colonized areas outside of United World controlled space. They can often be found working for local governments supporting the independence of smaller star systems or working as smugglers for underground black market organizations to protect their livelihood. The crew on these ships have a rugged sense of independence and take pride in being able to handle any problem they come across. Their ranks are formed of simple merchants as well as rogues and smugglers.
Traveler Corp
The Traveler Corp is the largest interplanetary shipping company in the universe. Corporations, planets, and governments from all over the galaxy are dependent on the Traveler Corp to transport their goods to and from all the colonized worlds. Their massive Behemoth class cargo vessels transport more than just goods and are also tasked with delivering power generated from interstellar travel to orbiting factories and power plants. The crews of these vessels usually consist of a few experienced managers and a greater number of less experienced load specialists. They are regulated by the United Worlds in most spaceports, but in many ways they operate as an independent faction putting trade and profit over any individual world's political concerns. Planets that do not want to join the UW may still be enticed by the benefits of becoming a hub world for the Corp's fleet.
Synth Network
The Synthetic Network or "Synths" are a newly recognized organization on the galactic stage. While the United Worlds is made up of all a variety of sentient species, the Synth Network is made up of a small group of androids, robots, and A.I. programs each crafted in the image of their creator species. These sentient machines have chosen to create their own culture, hoping to eliminate the biases inherent in their programming from their original creators. While sentient machines have full protected rights of personhood in United Worlds territory, they are not properly represented in United Worlds government as they lack a home world. The Synth Network hopes to change that. Currently, an unknown number of ships fly for the Synth Network in their search for a homeworld to call their own.
Automa / Solo
You can play any competitive episode solo by using the Automa deck to control another ship to compete against. Cooperative episodes were designed to work pure solo, but feel free to experiment with an Automa ship to mix things up.
Setup
Setup the game normally for two players but use the Automa Ship board (reverse side of a player ship board) with the following changes during player setup:
- Take the rightmost Episode Mission from the Mission market and start an Automa target Mission pile. Place the Automa's starting Outpost on a sector of the Council World tile that shares the Biome shown on this card.
- Shuffle and place the Automa deck on their Ship board with room for a discard pile.
- When setting up the Automa's Ship board, they only need to be provided with 3 Activation dice (1 of each color). Roll the dice and place them on the board.
- The Automa does not have a hand of cards, so do not draw Crew from Crew Quarters.
- Deal them 3 Objectives facedown (you can give them additional Objectives to increase difficulty).
The player always takes the first turn, followed by the Automa.
Automa's Turn
At the start of the Automa's turn, flip over the top card of the Automa deck to determine its actions. Each card has 3 actions numbered 1 through 3. Starting with the top section, the Automa ship takes each action one at a time in numerical order. Many actions will reference an Activation die value (green, blue or red die) to indicate the power of the action. Immediately, reroll a die after it has been used for an Automa's action. Once you have executed the Automa's actions from the card, their turn is over.
Automa's Target Mission
If at any time, the Automa has a target Mission that they cannot complete, deal a new target Mission on top of their current one from the top of the Mission deck. When the Automa moves, they will always head towards the nearest sector with a Biome that satisfies their top target Mission.
Additional Automa Rules
If an Automa card action ever references their target Mission, you must check that it has a valid target Mission. A valid target Mission must have the Biome that the mission requires to be in play (revealed) and unblocked by an Outpost or Warbound.
Whenever the Automa arrives in a sector with a Biome that satisfies their top target Mission, it automatically completes the Mission. Place the Mission card in the Automa's completed Mission pile (to the right of their board). The Automa gains the Reputation on the nearest Council World and places an Outpost in its sector. It does not gain the Mission's reward.
When playing solo, the Mission market should shift all of its cards to the right before replacing Missions, so that when the Automa takes the rightmost Mission it is the Mission that has been out the longest.
Whenever the Automa reveals or moves into a System with Exploration tokens, it triggers them. It does not draw/confront Anomaly cards. The Warbound spawn and attack the Automa's ship as normal. The Objective Card token deals the Automa the top Objective card facedown, then you draw the next Objective card.
Similar to the Warbound, the Automa automatically attacks when it enters a sector with another ship for 1+X [Crosshair] where X is its current Weapon Charges. Subtract Weapon Charges for hits as normal.
Whenever the Automa recruits a Freelancer, place that Freelancer on the top of their Crew deck on Crew Quarters. Whenever the Automa promotes a Crew, promote the top Crew of their deck and discard it off to the right side of their board.
Automa's Decisions
If there is ever a tie or decision to be made by the Automa that is arbitrary, the player may choose for the Automa. You can decide to sabotage the Automa ship as much as possible between the choices or optimize for the Automa as if you were playing as it. Ultimately, it's your decision.
End Game Scoring (Automa)
The game ends and is scored the same based on the Episode you selected except the Automa gets 1 point for each remaining ⚡ it has. If your final score is higher than the Automa, you win. If the Automa ties or beats you, you lose.
Automa Episode Notes
Because each episode features different scoring conditions, the Automa's difficulty can vary depending on the episode. Here are some adjustments and clarifications for some of the special Episode scoring conditions:
- When the Gateway is a scoring category on the Episode Scenario card (such as in Episode 4), The Automa will place Reputation on the Gateway from the Automa cards that denote the Gateway in parenthesis.
- Episode 4: The Automa does not discard Anomalies to place Reputation on the Gateway.
- Episode 5: When the Automa attacks a Warbound, they should receive 2 instead of the 1 printed on their cards.
- Episode 7: When counting up the Crew for Gateway control, count up the Automa's promoted Crew placed to the right of their board.
- Episode 8: Give the Automa 4 points for 2 starting Ship Upgrades (that aren't given during setup). Then, it gains 2 points for each Ship Upgrade collected from completing Episode Missions.
Known Species of the Galaxy
Aphex: The Aphex are an insect species known for their work efficiency and teamwork. All Aphex start out as drones on a Hive world, and after they come of age, they start to develop sentience and make decisions for themselves during their adolescence. At this point, they gain rights and the autonomy to explore the greater universe. They tend to value organization and group goals rather than individual achievements.
Human: Humans are respected for their adaptability and ingenuity throughout the galaxy but can also be feared for their perceived violent nature and aggression. When humans made their way to the stars, they mostly put their warlike nature behind them. It was a humbling shock to humanity's self-image when they learned that they had engaged in war and atrocities at a disturbingly greater frequency than other species that made it to the stars.
Machiki: The flightless avian Machiki are talented engineers and builders. Other species believe their inventiveness is driven by their desire to regain their ability to fly. They often inhabit powered armor suits to make up for their comparatively frail bodies. Machiki tend to be walking toolbelts and are never far from their gear and equipment. They believe there are very few problems that cannot be solved with the right tool.
Ursine: This mighty bear-like species, while not considered violent or warlike by nature, are considered the best combatants in the known universe. This is due to their imposing physiques and equally impressive courage. They see whoever is strongest and most capable among them as having a duty to protect others. This is a belief that they extend to other species as well.
Synth: The Synth are artificial intelligent constructs that were created by the other known sentient species of the galaxy. Because each species created their own form of artificial intelligence, each Synth can look dramatically different depending on what culture originally conceived them. Each organic creator has identified their sentient synth constructs as individuals and granted them equal rights, some more recently than others. Because of some species tumultuous history with their AI, there is a growing movement among Synths to leave and form their own culture known as the Synth Network.
V'nkala: V'nkala are known for being a physically colorful and diverse species. Many V'nkala naturally develop psychic gifts as they get older. Most V'nkala claim to have strong premonitions and prophetic dreams. Skeptical species posit the V'nkala brain is simply doing subconscious probability calculations, while this is rational considering how the culture excels in fields that lean heavily on mathematical studies, it fails to explain all of their documented abilities.
Zetaqulan: The Zetaqulan are considered to have the foremost developed intellects in the galaxy. They are more interested in scientific advancements and experimentation than any other pursuit. They are drawn to any problem of sufficient difficulty to challenge their mental gifts. Early encounters with Zetaqulans and other species usually involved "abductions" or catch-and-release programs for study purposes. This was due to judging other species by Zetaqulan's own intellectual standards and not recognizing their sentience as a result. They have long since apologized and ended this practice as they have redefined their standards after extensive research.
Glossary / Index
- Anomaly: When an exploration token is triggered, you draw an Anomaly card and may research it for its microscope effect (page 10).
- Assign (Crew): As an action, you may place a Crew card in a Station (page 8).
- Biome: Refer to the unique planet climates and locations that you can find throughout the galaxy map. There are 5 planet biomes: desert, ice, scorched, toxic, and verdant, along with asteroid and derelict ship.
- Boot: Remove a Crew from your ship or hand and place them on the bottom of the Freelancer deck.
- Command: Attack a Ship or Ready Crew, then gain 1 Experience (page 8).
- Crew: The cards representing the crew members of your ship that man stations.
- Crew Quarters: Ready and Draw Crew (page 10).
- Critical Hit [Critical Hit]: Roll a damage die and take unblockable damage to the Station matching the rolled result (see Combat page 18).
- Council Worlds: One of the 5 Worlds that you place Reputation on: Vexis, Ordo, Pyroken, Freyastra, and Libragon Prime (see Completing Missions page 12).
- Discard (Anomaly): Discard an Anomaly card to trigger its microscope effect as a free action (page 13).
- Discard (Crew): You discard Crew to the bottom of Crew Quarters.